Breakables

Description
Displays a bar on screen that allows quick access to enchanting, jewelcrafting, and inscription professions by presenting a Disenchant/Prospect/Mill button and all of the breakable items you have for that profession next to it. This allows one-click access for breaking down items instead of finding the item in your bag, clicking the appropriate profession button, and clicking the item for each and every item you want to break. For prospecting and milling, you will see the number of items you have alongside the number of times you can break it. In the prospecting screenshot on the right, the player has 169 total Saronite Ore in his bags which will allow for 33 total prospects.

Usage
By default, if you have the appropriate profession and items in your inventory, a bar will appear with the profession ability followed by any items that are eligible for breaking. You can hold shift to drag the bar around if you want to move it. Clicking the profession button will activate that ability (disenchant/prospect/mill) and clicking an item will break it. You don't have to click the profession button first as simply clicking the item will automatically break it down.

Configuration
Typing /brk will open the configuration settings (or you can get to it from Blizzard's Interface options) which consist of:

Hide if no breakables: this will control whether you see the profession button or not when nothing breakable is detected

Max number to display: this controls the highest number of items that you will see next to your profession button. If this is 5 but you have 10 breakable items in your bags, you will only see 5 at a time.

Show soulbound items: aimed at enchanters, this controls whether or not you will see items that are soulbound as breakable items or not.

Known issues

If you have more than 5 of a breakable item but split into stacks all smaller than 5, the game will say you do not have enough items to break. The default UI now has a built-in button to compress stacks that should solve this issue.

v1.4.6:
- Added MoP Sparkling Shard as a combinable object.
- Added support for registering artifact relics as disenchantable.
- Added an ignore feature so certain items can be set to never show up as breakable.

v1.4.5:
- Updated TOC for 7.1

v1.4.4:
- Cap the disenchantable item rarity for Legion items at Epic (so we don't show the player's artifact weapon as disenchantable).
- Automatically update the tooltip when the breakable list is updated while the player is hovering over a breakable item button.
- Update the tooltip when the player presses Shift so that disenchantable items show what the player currently has equipped to compare against quickly.

v1.4.3:
- Fixed up Mass Milling support.
- Fixed the mod accidentally trying to break the wrong stack of something if, for example, you had a smaller stack placed in front of a larger stack in your bags.
- Fixed the mod sometimes failing to break something if you had 2 similarly-named items in your bags in a specific order (Whiptail Stems in front of Whiptails, for example).
- Added better support for disenchanting items in WoD and higher where Enchanting skill level is not a factor in whether you can disenchant an item or not.
- Made the breakable bar respond to changes much faster so it's less frustrating to work with.
- Added support for combining items that then result in more breakables ("broken"/"stem" versions of herbs which can be combined into their proper breakable types) so it can all be done from the Breakables bar.

v1.4.1:
- Added support for Mass Milling. Mass Milling of a particular herb type will be automatically chosen when clicking on an herb type if that herb is eligible for mass milling and the player knows that mass milling spell.
- Added support for Legion herbs

v1.3.18:
- Changed garrison follower armor items to not show up as disenchantable.

v1.3.17:
- Revised WoD herb fix such that it doesn't cause the game to flag false positives on herbs that are not millable.

v1.3.16:
- Made WoD herbs show up as millable. They weren't showing up before because they don't contain the "millable" text in the tooltip like every other herb in the game does.

v1.3.15:
- Switched from LibButtonFacade to Masque (ticket #20).

v1.3.14:
- Added WoD lockboxes/junkboxes. Oops.

v1.3.13:
- Updated TOC for patch 6.0

v1.3.12:
- Updated TOC for patch 5.4
- Make sure to update the breakables list whenever a tracked tradeskill is updated in case we can then break down new items (right now, that's only enchanting).
- Added option to hide tabards from the list of breakables. (ticket #16)
- Only display items the player is capable of disenchanting.
- Suppress account-bound and bnet-account-bound items when "show soulbound items" is unchecked.

v1.3.3:
- updated TOC for patch 4.1
- ticket #10: look through the first 5 lines of the tooltip to find "millable" or "prospectable" instead of requiring it to be on line 2
- moved LibButtonFacade's Group:Skin call from :OnInitialize() to :OnEnable(). apparently OnInitialize is too soon and causes the custom skin to get overwritten. (ticket #9)
- added tracking for rogue junkboxes (obtained via 'pick pocket'). clicking the junkbox will automatically unlock it
- shortened the delay for processing items after a BAG_UPDATE to 1 second (from 1.5)

v1.3.2:
- properly parented the Breakables frame to UIParent so that it will go away when the user presses alt-z (thanks slayman). note that this change makes the Breakables frame use the UI Scale specified in video settings so it may initially not be in the same location you last set it to and could be a different size.

v1.3.1:
- fixed a bug where the tooltip could be completely wrong or empty sometimes

v1.2.2:
- fixed bar position not being saved/restored properly when moved out of the upper left section of the screen

v1.2.1:
- fixed reported error message

v1.2:
- created one bar per profession for the case where someone has some combination of inscription, enchanting, and jewelcrafting
- set bar to update immediately after clicking an item to break it instead of waiting the 1.5 seconds. it was making life harder for mass breaking
- added button scale and font size options
- added localization support
- optimized a little bit of the code that finds breakables in your bags by delaying checks on BAG_UPDATE until 1.5 seconds after the last update request has come in
- set the button font for item counts to use NumberFont_Outline_Med so that any font overrides (like tekticles) work automagically
- added LibDataBroker support
- added option to hide the bar entirely (ticket 5) and option to hide the bar when in combat
- added short description to the config page explaining the functionality in the mod and how to get support/request features
- made all slash commands print something back to the user so they know what they changed

v1.1:
- added ability to hide soulbound disenchantable items that are part of an equipment manager set (since some quest rewards and such are soulbound but the player doesn't actually use them)

Originally posted by Shashos I'm finding this is happening to me as well. The Breakables bar is unfortunately positioning itself right where the party member interface is for me and I very nearly disenchanted a piece of gear I had crafted before I realized the bar had moved back on me.

Each time I log in, I have to drag it back to where I set it the last time.

I have no idea why or how to fix it.

Perhaps I'll test Breakables without any other addons installed and see if it still does it. Might be a compatibility issue?

Could be. I'd be thrilled to hear your results . I'd like to know what the problem is so I can fix it.

edit: it may also be that I'm using a library that isn't included in the mod but happens to exist on my local PC so it works for me. Who knows!

(I only just got around to testing things because of some connection issues, but it didn't work anyway. I did a full UI reset and tested with Breakables being my only addon and a clean from scratch WTF folder. Still moved on meh. )

(I only just got around to testing things because of some connection issues, but it didn't work anyway. I did a full UI reset and tested with Breakables being my only addon and a clean from scratch WTF folder. Still moved on meh. )

You could setup the buttons to be macro buttons of their own, each would have the: /cast Disenchant; /use item; or /cast Prospect; /use item; or /cast Milling; /use item: directly assigned to the button. It would take only 1 click then to start each "break" of the item.

You could extend the mod even more and if it sees the error that there is not a stack to break, it could do a restack of the items and then on second click do the "breaking".

Just some suggestions.

Edit: Disregard the second suggestion as it appear it does this already? Didn't see it in the description.

Originally posted by Manaman You could setup the buttons to be macro buttons of their own, each would have the: /cast Disenchant; /use item; or /cast Prospect; /use item; or /cast Milling; /use item: directly assigned to the button. It would take only 1 click then to start each "break" of the item.

You could extend the mod even more and if it sees the error that there is not a stack to break, it could do a restack of the items and then on second click do the "breaking".

Just some suggestions.

Edit: Disregard the second suggestion as it appear it does this already? Didn't see it in the description.

I'm not sure what you're saying. Each button already automatically prospects/disenchants/mills with just one click. That's what the mod is intended to do.

It doesn't currently do any restacking or anything like that right now.

Originally posted by Parnic I'm not sure what you're saying. Each button already automatically prospects/disenchants/mills with just one click. That's what the mod is intended to do.

It doesn't currently do any restacking or anything like that right now.

Oh, was confused by "Clicking the profession button will activate that ability (disenchant/prospect/mill) and clicking an item will break it." But now I see the sentence following it, "You don't have to click the profession button first as simply clicking the item will automatically break it down."

Ignore me, I am stupid and was obviously posting while tired and delirious. Carry on...

Clicking the profession button will activate that ability (disenchant/prospect/mill) and clicking an item will break it. You don't have to click the profession button first as simply clicking the item will automatically break it down.

Here's something that confused me at first, and then merely frustrated me:
If I DO click on the profession button first (Enchanting in my case) then click on an item to Disenchant it, it attempts to equip the item.

Originally posted by Jaim Sandar Here's something that confused me at first, and then merely frustrated me:
If I DO click on the profession button first (Enchanting in my case) then click on an item to Disenchant it, it attempts to equip the item.

Thank you.

I could just make the profession button not be clickable so it's there just to show you what will happen when you click on items from that bar. I'm not sure how it frustrates you since the mod actually saves a click .

So, after using this addon for a while, I thought of a bit that might make it even better, essentially boil prospecting and milling (cause I mill quite a few different herbs) down to one button like I do with macros:

Make it so that rather than breaking items down when you click on an items button, it toggles that item on (I figure just give it a green glow outline like bag addons do for green items) so that the user toggles which items they want to break down, and then click the trade skill icon until there are no more.

...after writing that, I'm not sure if I actually made sense.

Also I've run into an issue where if theres a partial stack (less than 5) in my bags before a full stack of then it just gives the error for not enough materials. While this isn't a huge issue, I use AdiBags, which doesn't actually show you the order they are really in when you use its "Virtual stacks" option. A fix for this would be to cast the spell (mill, prospect, disenchant), iterate though the bags to find the a stack larger than five and then use the PickupContainerItem to cast on that stack. Reasonably sure that should work

I am yet to try this.
Question: I am soley going to use it for DE-ing. Does it have an option the ignore certain set items. That is say I have 2 sets of gear (for two talent specs.), then I would not like it to display my equipment from the second set that I use as disenchant-able.

If not, then I would suggest an option to be able to add custom items to an "always ignore" list.

In the mean time, I guess not, but no harm in asking. Does it ignore items that I have equipped?

Originally posted by vbaspcppguy So, after using this addon for a while, I thought of a bit that might make it even better, essentially boil prospecting and milling (cause I mill quite a few different herbs) down to one button like I do with macros:

Make it so that rather than breaking items down when you click on an items button, it toggles that item on (I figure just give it a green glow outline like bag addons do for green items) so that the user toggles which items they want to break down, and then click the trade skill icon until there are no more.

...after writing that, I'm not sure if I actually made sense.

You can basically do the same thing by setting Breakables to only show 1 button. It saves you a click from having to say "use this herb" then press the milling button. Instead, you simply click the button of the herb you want to break over and over. I actually think your change would add more clicks to the equation which is what Breakables is trying to get rid of .

You can also do the same thing by just clicking the herb/ore closest to the trade skill button. As you run out of that, the others will shift down and you never have to move your mouse.

Originally posted by vbaspcppguy Also I've run into an issue where if theres a partial stack (less than 5) in my bags before a full stack of then it just gives the error for not enough materials. While this isn't a huge issue, I use AdiBags, which doesn't actually show you the order they are really in when you use its "Virtual stacks" option.

Yes, this is addressed on the addon info page. It's something I'd like to fix for the future but beyond the scope of the addon right now (plus I'm working, the wife's pregnant, I'm playing Cataclysm, I have other mods, etc. ).

Originally posted by vbaspcppguy A fix for this would be to cast the spell (mill, prospect, disenchant), iterate though the bags to find the a stack larger than five and then use the PickupContainerItem to cast on that stack. Reasonably sure that should work

In the case of Breakables, this approach wouldn't work. I'm using attributes like so:

Granted, that could be using target-bag and target-slot, but that still doesn't solve the problem of the user potentially having 50 stacks of 4 herbs each which is why a restacker is desirable. As you mentioned, however, there are other mods that provide that functionality so it's lower priority for Breakables at this point in time.

Originally posted by oalex I am yet to try this.
Question: I am soley going to use it for DE-ing. Does it have an option the ignore certain set items. That is say I have 2 sets of gear (for two talent specs.), then I would not like it to display my equipment from the second set that I use as disenchant-able.

If not, then I would suggest an option to be able to add custom items to an "always ignore" list.

In the mean time, I guess not, but no harm in asking. Does it ignore items that I have equipped?

Thanks

It ignores items that you have equipped. It can also optionally ignore all soulbound items or it can show soulbound items so long as they're not in an equipment set in the built-in equipment manager. I believe the mod does exactly what you're asking.

Originally posted by Parnic It ignores items that you have equipped. It can also optionally ignore all soulbound items or it can show soulbound items so long as they're not in an equipment set in the built-in equipment manager. I believe the mod does exactly what you're asking.

Yeah. if the equipment manager items are ignored (not shown) even if they are in the bag, then it indeed does what I need. Just soulbon would not cut it, as we all do loot a lot of soulbound stuff in instas or quest, but with also the intention of DE-ing after-words.

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